New Projectiles class
Refactor of Bullet class Different method of shooting.
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@@ -3,22 +3,22 @@
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// TODO: Podzielić na klasy Bullet i Rocket.
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Player::Player(int x, int y, std::string path) : Actor(x, y, path) {
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Bullet::bulletTexture.loadFromFile("../assets/img/bullet_left.png");
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bulletTexture.loadFromFile("../assets/img/bullet_left.png");
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rocketTexture.loadFromFile("../assets/img/Rocket_111.png");
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};
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void Player::shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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bullets.emplace_back(position.x, position.y);
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bullets.emplace_back(position.x, position.y, bulletTexture);
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lastShotTime = now;
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}
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}
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// TODO: Czy strzał prawym musi mieć osobną tablicę z pociskami?
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void Player::alternate_shoot() {
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auto now = std::chrono::steady_clock::now();
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if (std::chrono::duration_cast<std::chrono::milliseconds>(now - lastShotTime).count() >= firerate) {
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rightBullets.emplace_back(position.x, position.y).getSprite().scale(1.5f, 1.5f);
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rockets.emplace_back(position.x, position.y, rocketTexture).getSprite().scale(1.5f, 1.5f);
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lastShotTime = now;
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}
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}
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@@ -49,4 +49,8 @@ void Player::moveUp() {
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void Player::moveDown() {
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move(0.0f, moving_speed);
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position.y += static_cast<int>(moving_speed);
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}
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}
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std::vector<Rocket> &Player::getRockets() {
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return rockets;
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}
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